Shooting StarType: ???
Power: 150
Accuracy: 80
PP: 5
Damage Type: Special
Effect: Large stars rain on the opponent. The type of attack this becomes is random, but one can see what type it becomes when it says, "The stars are [insert type here] type"

ShatterType: Psychic
Power: 60
Accuracy: --
PP: 15
Damage Type: Special
Effect: This attack "shatters" a status aliment the enemy has. If the enemy has a status aliment the attack always hits, but if the enemy doesn't then it always miss. It cures the status aliment but not before doing damage. This attack may be Psychic but the type of damage varies on the aliment...
Burn= Fire damage
Frozen= Ice damage
Paralzed= Electric damage
Poisoned= Poison damage
Sleep= Ghost damage
*with Darjulok's aliment* Petrifying= Rock damage

Draco WingType: Dragon
Power: Varies
Accuracy: 100
PP: 20
Damage Type: Physical
Effect: Powered up wings speed to the enemy. Power is based on the difference of speed between the two Pokemon. If the user is faster than the enemy the move damages them, but if the user is slower then the move damages the user. Summery, the larger the gap in speed the more damge given/taken and the smaller the gap then the less the damage given/taken

Serpent WhipType: Dragon
Power: 10
Accuracy: 95
PP: 20
Damage Type: Physical
Effect: Enemy is whipped with a strong tail. The move increases in power with every hit. (the Dragon version to Fury Cutter)

The following moves are all similar but the way to obtain them is very special....

The Radiant Series of attacks: moves designed special for shiny Pokemon. There are two for every type, with one being physical and the other being special. Pokemon learn these attacks according to type, so one type Pokemon can only learn two of these move while duel types learn four. These moves are learn at level 1, for all shinies.
Power: Changes randomly from 25, 50, 75, 100, 150, to 200. Oddes are mainly focused on 50 and 75 being most likely to come then 25, 100, and 150, with 200 being the rarest power.
PP: 15
Accuracy: 100% (not affected by things that lower accuracy)

Fire
Radiant Heat/Radiant FlareDamage Type: Physical/Special
Effects: Tackles the enemy in a odd red aura./ Fires a flame of may colors at the enemy. (both moves have a 75% chance of burning the enemy)

Water
Radiant Bubble/Radiant WaveDamage Type: Physical/Special
Effects: Rolls over the enemy in a golden bubble. 50% chance of increasing speed./ Waves of water crash in the enemy with a blueish-green glow. 50% chance of lowering the enemy's speed.

Electric
Radiant Lightning/Radiant BoltDamage Type: Physical/Special
Effects: Tackles the enemy with lightning coming down and charging the user's body./ A bolt of blue, red, and green shocks the opponent. (both moves have a 50% chance for paralizing the foe.)

Fighting
Radiant Fist/ Radiant AuraDamage Type: Physical/Special
Effects: Punchs the foe with a fist glowing a bronze color. 40% chance of making the foe flinch./ Throws a blight blue aura at the foe. 50% chance of lowering the foe's special denfence.

Poison
Radiant Dagger/ Radiant GasDamage Type: Physical/Special
Effects: Focus poison in a sharp dagger form and throws it to the enemy, and glows a faint blue color./ Exhales a breath of pink gas. (both move have a 50% chance of badly poisoning the enemy)

Ground
Radiant Quake/Radiant SandDamage Type: Physical/Special
Effects: Creates a quake that glows a dark red color./ A storm of golden sand rushes the foe. (both moves have a 40% chance of sharply lowering either defence or special defence)

Flying
Radiant Wing/Radiant WindDamage Type: Physical/Special
Effects: Slaps the enemy with a brillant, white glowing wing. 40% chance of lowering the foe's accuracy./ Blows a wind of a light green glow at the enemy. 50% chance of making the foe flinch.

Psychic
Radiant Bend/Radiant LusterDamage Type: Physical/Special
Effects: Bend space with and orange glowing power. 80% chance of making the foe flinch./ Focus power in the from of a diamond colored beam. 50% chance of greatly increasing the user's speed.

Dark
Radiant Fall/Radiant DarknessDamage Type: Physical/Special
Effects: A full charge tackle at the foe with a glow of dark red, dark blue, and dark violet. 50% chance of making the foe flinch./ Encloses the enemy in darkness that glows of many dark colors. 50% chance of confusing the enemy.

Power SlamType: Normal
Power: 120
Accuracy: 70
PP: 5
Damage type: Physical
Effect: Damages the opponent
Additional info: The Pokemon collects all its energy and slams hardly into the foe with all its might. Learnt by Level-up: All Pokemon with higher than 95 Base Attack

I had a nice looking long post written, but the network hiccuped and my browser reset... I'll Put them all in again later... but i'm really frusterated right now, so you'll just have to wait sorry.

_________________

Last edited by Grey on Mon Dec 17, 2007 10:59 am, edited 1 time in total.

Fri Dec 14, 2007 6:24 pm

Medichamrulez

Dragon Tamer

Joined: Tue Aug 28, 2007 9:06 amPosts: 170Location: Making cookies :D

I think we should be able to have attacks with more than one type, like i made one:

Water Geyser
Water/Fire Type
140 Damage
Effect: Lowers special attack and may burn.

_________________Credit to this awesome sig goes to eon.

92% of all competitive battlers think that Skarm, Bliss, and a good 'Chomp is all you need to own things. If you're in the 8% who value creative thinking and originality with your teams, put this in you signature.

Mon Dec 17, 2007 10:56 am

PokemonnOOb

Pokemon Trainer

Joined: Tue Dec 18, 2007 2:52 pmPosts: 32

Medichamrulez wrote:

I think we should be able to have attacks with more than one type, like i made one:

Water Geyser
Water/Fire Type
140 Damage
Effect: Lowers special attack and may burn.

I think Moves should stick To Just ONE type: It's already hard enough, as it is, to keep track Of effectiveness.

Heres One I've been Thinking Of for a while Now

Chaos Hold
Type:Ghost
PP:10
Power:20
Accuracy:100%

Effect: No one is allowed to switch Out until Either target(s) Or users have
Fainted.This move also Causes 1/8 of The targets HP to drop for 5 turns.It also prevents All Pokemon from Using ''Super Effective'' or status Inducing Moves.It can ONLY be learned at Level 95, By Shedinja.

Another Move I thought Of was Meteor Shower:

Meteor Shower
Type:Steel
PP:5
Power:--
Accuracy:--
Effect:This move Cancels All Other weather effects.For 5 turns,Meteor Mash 'es Base stat Is 200, There is A 10% Chance That NON-steel type Pokemon get 1Hit-KO'ed,Flying,Digging,And Diving Pokemon Die instantly At the end Of each Turn,And Everyone But steel types Lose 1/8 their Hp;Steel Types Lose 1/10,And have a 10% Chance Of Losing Half their Hp.Exclusive To Level 100 Metagross

There, that should do it. Maybe their broken, But then, thank God their Fake Moves.Also, Isn't it Possible to like animate these moves; I Have seen It Done before On SerebII

Wed Dec 19, 2007 10:04 pm

sand_drew

Bug Catcher

Joined: Wed Jan 02, 2008 5:42 amPosts: 3Location: A place no one knows

Sticky Bomb
Type: Normal
Power: 200
Accuracy: 100
Damage Type: Special
Effect: User latches onto foe for 3 turns, as long as user is latched to foe there is a 50% chance target can't use moves. After the 3 turns or if the target switches user detonates dealing massive damage to the terget and KOing the user.

Type: Psychic
Power: --
Accuracy: --
PP: 999999999999999999999999999999999999999999999999999999999999999999999999999999999
Damage type: Special
Effect: Restores opponent by 99999999999999999999999999999999999999 HP.
Additional info: Once Pokémon releases this move, every Pokémon's highest power move will be deleted for this. Then, a Pokémon will be forced to use it and it will hit every turn with the move you use.

Thin IceType:Ice
Power:--
Accuracy:85%
PP:5
Damage type:Special
Effect:Both the opponent and the user's stats (Speed, Special Defence, Special Attack, Attack, Defence) are reduced by as many stages as possible unlesss the user or the opponent is an Ice or Water type.

Sky StrikeType:Flying
Power:80
Accuracy:100%
PP:10
Damage type:Physical
Effect:The user attacks from the sky, only being hit by Flying types, and in the opponents turn the user returns to the sky, this lasts for 3 turns.

Fair PlayType:Normal
Power:250
Accuracy:100%
PP:5
Damage type:Physical
Effect:If the user is less than a lvl 5 and is attacking a lvl 50 or higher, the attack hits.

_________________thanks to hammy.

Mon Mar 17, 2008 2:40 pm

Platnumb101

Bug Catcher

Joined: Wed Mar 19, 2008 2:51 pmPosts: 4Location: i am in a cirle of life

Electric air
Type: Electric
Power: -
Accuracy: 100%
PP: 20
For five turns: Pokemon with electric type has 15 % boost to their evansion. All Electric moves do 50% more damage. Pokemon with Volt absorb get healed by 1/8 every turn.

regenerate
Type: pschic
Power:100
Accuracy:85
PP:5
Damage type:
Effect: self dustructs and regenerates with full hp
Additional info: user must wait I turn and it counts as a ko

pressure punch
Type:fighting
Power:100
Accuracy:100
PP:14
Damage type:physical
Effect:the user strikes the target in a pressure point that gives the target pressure status
Additional info:pressure-causes the pokemon to randomly loses pp from a move take damage or not move

Move: Sound Blast [As in breaking the sound barrier because you're going so fast.]
Type: Steel
Power: ---
Accuracy: 100%
PP: 5
Damage type: N/A
Effect: User an opponent's speed maximizes, but both become paralyzed. If in double battle, then all pokemon gain this effect.
Additional info: Pokemon with the Limber Ability or Flying and steel type pokemon will not become paralyzed.

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